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Froadac
United States6733 Posts
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Toadesstern
Germany16350 Posts
On July 19 2011 03:07 Antoine wrote: 30 days for that queue? think higher ^^ falcons are so good tho got them in an evemon plan and it says 31 days ![]() + Show Spoiler + Electronics Upgrades V (8 days, 5 hours, 52 minutes, 57 seconds) Covert Ops I (27 minutes, 23 seconds) Covert Ops II (2 hours, 7 minutes, 35 seconds) Covert Ops III (12 hours, 1 minute, 43 seconds) Covert Ops IV (2 days, 20 hours, 2 minutes, 44 seconds) Signature Analysis IV (17 hours, 29 minutes, 26 seconds) Signature Analysis V (4 days, 2 hours, 56 minutes, 28 seconds) Spaceship Command V (3 days, 12 hours, 38 minutes, 11 seconds) Recon Ships I (41 minutes, 5 seconds) Recon Ships II (3 hours, 11 minutes, 23 seconds) Recon Ships III (18 hours, 2 minutes, 34 seconds) Recon Ships IV (4 days, 6 hours, 4 minutes, 6 seconds) Long Distance Jamming IV (2 days, 21 hours, 57 minutes, 44 seconds) Frequency Modulation I (21 minutes, 7 seconds) Frequency Modulation II (1 hour, 38 minutes, 23 seconds) Frequency Modulation III (9 hours, 16 minutes, 32 seconds) Frequency Modulation IV (2 days, 4 hours, 28 minutes, 18 seconds) Total time: 30 days, 19 hours, 17 minutes, 48 seconds But as mentioned, the big downtime is my lack of experience, which is quite self-explanatory due to the fact that I never really did solo pvp or something. Like kwark explained when he told someone how to not die to gatecamps in a drake (after I horribly died to a gatecamp in a drake): Filter the ships, pick those you can fight against, pick those you can run away from and those you can't deal with. From this time I knew for example that I can outrun an armor cane but will probably die to it in close combat, that I can't outrun a shield cane, but I can kill it and stuff like that. But I never fought someone in 1on1 in a drake so I obviously it's hard to judge on my own if I never had to deal with it. Edit: lolz you're right ;( | ||
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Antoine
United States7481 Posts
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tofucake
Hyrule18977 Posts
On July 19 2011 03:08 Froadac wrote: If I joined could I do logistics >.> Ok. Join. Can you fly a Basi? I'll need a buttbuddy for when I get into my own basi. | ||
Froadac
United States6733 Posts
On July 19 2011 03:52 tofucake wrote: Ok. Join. Can you fly a Basi? I'll need a buttbuddy for when I get into my own basi. Haven't played yet lol >.> | ||
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tofucake
Hyrule18977 Posts
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Froadac
United States6733 Posts
And on 768kbps web it takes forever to d/l | ||
happyft
United States470 Posts
I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules: + Show Spoiler [Long ass guide to Blackbird] + 1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead. 1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range) 1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly. 1c - Always be aligned to something, always, on at least 1/4 speed. 1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters. 1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter) 2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone. 2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone. 2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat. 2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade. 2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him. 3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig. 3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway. 3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you. 3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%. Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so. | ||
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tofucake
Hyrule18977 Posts
Anyway, it takes a solid 6 months to get into a good logi ship. I recommend skilling up something else first and getting the logi on an alt or after your first few combat ships (Rifter, then after that I recommend Hurricane, then Scimitar just because of winmatar). | ||
TurpinOS
Canada1223 Posts
On July 19 2011 04:33 happyft wrote: If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers). I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules: + Show Spoiler [Long ass guide to Blackbird] + 1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead. 1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range) 1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly. 1c - Always be aligned to something, always, on at least 1/4 speed. 1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters. 1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter) 2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone. 2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone. 2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat. 2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade. 2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him. 3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig. 3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway. 3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you. 3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%. Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so. Happy best ECM pilot ever !! Wish you all the best with what youre currently up to in life sir. | ||
Risen
United States7927 Posts
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Toadesstern
Germany16350 Posts
On July 19 2011 04:33 happyft wrote: If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers). I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules: + Show Spoiler [Long ass guide to Blackbird] + 1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead. 1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range) 1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly. 1c - Always be aligned to something, always, on at least 1/4 speed. 1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters. 1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter) 2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone. 2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone. 2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat. 2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade. 2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him. 3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig. 3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway. 3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you. 3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%. Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so. am missioning right now and did only read the not-spoiler part right now, but will read it later on. The ones missing in my plan (+ strenght and + range) are already on IV and yeah i can fit it completly t2. Edit: max targeting range is 90km with everything on V, so why would one want to imrpove the jaming range to 120+ ? | ||
Ueberlisk
Finland455 Posts
[19:59:52] Titus Eberhart > whats it like in oddelulf right now? [20:00:10] Tuskajuna > depends what you wanna do [20:00:33] Titus Eberhart > just wondering if anyones been attacked there recently [20:00:46] Tuskajuna > it was clear 1min ago [20:00:50] Titus Eberhart > k never trust a shady covert ops at low sec gate. http://teamliquid.killmail.org/?a=kill_detail&kll_id=10184697 | ||
Risen
United States7927 Posts
I had set my speed to half so I would fly along Kwark for a l33t screenshot of my rifter looking cool. WT warps 24km off us and I "approach" activating MWD. The vaga is staying at 24km away from me and I can't figure out why. Commands go out to warp away, rifter pilots get called noops, and reviewing the fight I realize I'm bad and approach doesn't clear your previous speed setting. MWD rifter bookin it at 1.5km/s come at me. Horrible... :/ | ||
Byzantium
United States423 Posts
On July 19 2011 04:55 Toadesstern wrote: am missioning right now and did only read the not-spoiler part right now, but will read it later on. The ones missing in my plan (+ strenght and + range) are already on IV and yeah i can fit it completly t2. Edit: max targeting range is 90km with everything on V, so why would one want to imrpove the jaming range to 120+ ? You can fit modules to improve target range, and Information Warfare skill is another 10% at level V. So you can fit to jam at incredible ranges. | ||
happyft
United States470 Posts
On July 19 2011 04:38 TurpinOS wrote: Happy best ECM pilot ever !! Wish you all the best with what youre currently up to in life sir. Haha thanks man, although for a few months I was the Hatch's only ECM pilot =P So I guess that makes me best and worst ECM pilot at the same time heh On a personal note, I'm actually quitting and leaving my job this Friday (finally). And then I will embark on a 50 day or so road trip across the USA on a spirit journey to find my spirit animal (or something like that lol). Hopefully when I return, I will have the mysteries of life solved, will know how to win at life, and finally propose to my girlfriend. On a side note though, I do miss Eve =P Nothing gets you going more than dancing around another enemy fleet, executing nano flawlessly against double your numbers, and coming out on top triumphantly with only the space dust of your enemies remaining. And then hilariously screwing up and dying in the most retarded way :D like that time we tried to take on a vagabond with my tracking disruptor armor-tanked caracal....ahhahahahahh | ||
Cheesedawg
United States182 Posts
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Froadac
United States6733 Posts
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Soap
Brazil1546 Posts
On July 19 2011 04:33 happyft wrote: If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers). Meta 4 > T2 jammers | ||
rredtooth
5459 Posts
On July 19 2011 05:09 Ueberlisk wrote: why are people so terrible at eve?Meanwhile in gelfiven, at oddelulf gate... [19:59:52] Titus Eberhart > whats it like in oddelulf right now? [20:00:10] Tuskajuna > depends what you wanna do [20:00:33] Titus Eberhart > just wondering if anyones been attacked there recently [20:00:46] Tuskajuna > it was clear 1min ago [20:00:50] Titus Eberhart > k never trust a shady covert ops at low sec gate. http://teamliquid.killmail.org/?a=kill_detail&kll_id=10184697 | ||
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